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<blockquote data-quote="Ilbranteloth" data-source="post: 7193045" data-attributes="member: 6778044"><p>If you're new, that's probably true. Each table is different, though, and will handle combat differently. And there's nothing inherently wrong with it taking a while. I just haven't seen 5e combats go that long, earlier editions, yes. So it's not intended to be a criticism, just an observation.</p><p></p><p>My combats go very quickly at the table, because I try to set things up to do just that. I no longer use rounds, you roll initiative to determine which segment you go next. It's a constant count. In addition, I expect people to tell me what they are doing, and act quickly. There's a lot of talking over each other, but I can follow that. I like the chaos it creates.</p><p></p><p>The highlights approach is a bit of a nod back to AD&D as well. Since at least 3e, it seems most players equate rolling the dice with a swing of the sword. So in a 6 round combat, you'd swing your sword 6 times. Where in AD&D, the round was a minute, and you were spending time striking, feinting, parrying, etc. and the die roll was the opening you found to make a solid strike.</p><p></p><p>Combined with the fact that 5e is relatively easy - the design team said came to the conclusion that misses aren't fun, you hit more frequently, things are weighted more on a 60/40 than a 50/50 or worse. So the game is designed for short combats in terms of actual rounds (I saw somebody mention that the expected length of an average combat was 3 rounds). </p><p></p><p>From a game standpoint, I'm OK with all of that. But stretching out the time of a round screws up things like movement, the speed of ranged vs melee attacks, spell casting times and durations, and all sorts of other things since we're actually measuring so many different things with different time spans. </p><p></p><p>So the combat we enact and describe in the game is just a portion of the action that actually took place.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7193045, member: 6778044"] If you're new, that's probably true. Each table is different, though, and will handle combat differently. And there's nothing inherently wrong with it taking a while. I just haven't seen 5e combats go that long, earlier editions, yes. So it's not intended to be a criticism, just an observation. My combats go very quickly at the table, because I try to set things up to do just that. I no longer use rounds, you roll initiative to determine which segment you go next. It's a constant count. In addition, I expect people to tell me what they are doing, and act quickly. There's a lot of talking over each other, but I can follow that. I like the chaos it creates. The highlights approach is a bit of a nod back to AD&D as well. Since at least 3e, it seems most players equate rolling the dice with a swing of the sword. So in a 6 round combat, you'd swing your sword 6 times. Where in AD&D, the round was a minute, and you were spending time striking, feinting, parrying, etc. and the die roll was the opening you found to make a solid strike. Combined with the fact that 5e is relatively easy - the design team said came to the conclusion that misses aren't fun, you hit more frequently, things are weighted more on a 60/40 than a 50/50 or worse. So the game is designed for short combats in terms of actual rounds (I saw somebody mention that the expected length of an average combat was 3 rounds). From a game standpoint, I'm OK with all of that. But stretching out the time of a round screws up things like movement, the speed of ranged vs melee attacks, spell casting times and durations, and all sorts of other things since we're actually measuring so many different things with different time spans. So the combat we enact and describe in the game is just a portion of the action that actually took place. [/QUOTE]
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